There seems to be a few that's started up with a new race and looking for some tidbits of Lore, so i thought i'd post the following compilation. Atleast i've found it very handy when starting up with a new race, so hopefully somebody else will too

This has all been copied from BlizzPlanet, that's again taken it from the official LoreBooks.

Dwarves, Ironforge

Description: The dwarves of Ironforge are a proud, stern and determined people with streaks of kindness hidden under the gruff exteriors of their sturdy frames. Their love for battle, invention and exploration impels them ever forward to discover and unearth the mysteries of their heritage, educating them further about those who first created the dwarven race.

Only recently have the dwarves discovered of their ancient progenitors, the Titans. As the dwarves begin to delve deeper into the mysteries of their past, they also begin to uncover deeper enigmas. Still, they keep to the forges and workshops, ever innovating and creating new and more effective ways to destroy.

Steam powered technology and firearms originate from dwarven inventiveness and creativity. The stout race is renowned for its skills at battle and also as cunning engineers and crafters.

The uncovered fragments of their distant past have led the dwarves on an unprecedented exodus of exploration. Seeking out their origins, the dwarves have dispatched prospectors across all of Lordaeron in order to seek out signs of the Titans, the supposed creators of the dwarves. The dwarves have embraced the idea that it is their purpose to search the world for more signs of proof of their heritage. Dwarven outposts exist in the most desolate of places. Here, the dwarves spend their time
seeking out the secrets of ancient times, or simply use their outposts as staging grounds for expeditions to clear out enemies so that they may continue their quest.

Appearance: Ironforge dwarves are stout and powerful, with short muscular bodies. Male dwarves tend to have long hair, and beards or facial hair often tied in ornate braids. Female dwarves also have sturdy muscular frames, but they are buxom and lack facial hair, despite the claims of some of the less educated sages of other races. The average dwarf stands between 4 feet and 5 feet in height and weighs between 140 to 160 pounds.

Region: The Ironforge dwarves dwell in and around Ironforge Mountain. The city of Ironforge is a vast subterranean city carved into the depths of Ironforge Mountain. This vast complex has served as the dwarven homeland for thousands of years. The city of Ironforge is not only home to the dwarves, but also their gnomish cousins driven from their capital of Gnomeregan. Ironforge sits north of the Dun Morogh Peaks, located high above Loch Modan in central Khaz Modan. King
Magni Bronzebeard presides over the social and cultural matters of the dwarves and rules with a temperament befitting a dwarven warrior, artisan and explorer.

Affiliation: Alliance. While the dwarves of Ironforge appreciate the fighting skill of the Horde, it is with grim eyes that they look upon the orcs and their allies, the trolls and the Forsaken. Although the dwarves have held dealings of commerce and diplomacy with the high elves, they keep the people of Quel?Thalas at an arm?s distance. While the night elves may share the same allegiances, the dwarves look upon them with suspicion and some trepidation. Humans, however, are the staunch and constant allies of the dwarven people and find welcome, favor and kindness when in dwarven lands.

Faith: Dwarven priests deliver the message of the Light to their people. They share this faith with humanity and uphold its precepts and teachings. Some dwarves have recently taken to investigating the past and discovered that the Titans themselves were godlike beings. No one has yet begun worshipping the Titans as gods, for it would seem that the Light prevails over the reverence for the dwarves? own progenitors.

Names: Dwarves typically have names reflecting the sturdy nature of their past. Many also have surnames that were earned by a member of the family in service during a quest or in a particular moment of notoriety or infamy that has now become part of a family legacy.

Description: Gnomes are a diminutive, wiry race of tinkers who live underground. In the Second War, they built vehicles and gadgets for the Alliance - submarines and flying machines ? to combat the Horde. They are great mechanics and inventors, and are renowned for their knowledge and eccentric natures. The gnomes had a city, Gnomeregan, built into Ironforge Mountain; but invading troggs destroyed it and slaughtered it citizens. Many survivors moved into Khaz Modan and now live with the Ironforge dwarves, and a few traveled with their dwarven friends to Kalimdor. The gnomes are still reeling from the destruction of their home city and are loath to leave the safety of the dwarven tunnels. Most gnomes on Kalimdor remain secluded in Bael Modan.

Even after the decimation of their race and the destruction of the city, gnomes are an amiable and kindhearted lot. They make and keep friends easily; others find disliking a gnome to be difficult. Gnomes are long lived and take a fatherly approach to other races, particularly humans.

Gnome society is loosely organized. Most live in Khaz Modan and mix freely with the dwarves, seeding representative to speak to the dwarven king on their behalf. Those few gnomes who traveled to Kalimdor live in a similar fashion in Bael Modan.

Gnomes are gifted tinkers. They have a penchant for creating radical technology and innovative designs. They often work together with Ironforge dwarves, developing the blue prints and concepts from which the dwarf smiths draw inspiration.

Appearance: Gnomes are small and slight. They somewhat resemble dwarves, but are shorter and not as stocky. They have large noses and ruddy skin. Their hair ranges from white to blonde to brown to black. Their ears are large and rounded, and they are often seen with goggles, tool belts and other related items related to their technological inclinations.

Region: Dun Morogh. Most gnomes still live in Khaz Modan in the dwarven kingdom, safe from the Scourge. Those who traveled to Kalimdor live in Bael Modan, and a few live in Theramore.

Affiliation: Alliance. Gnomes are great friends of the Ironforge dwarves and have fought and died alongside human soldiers. They are wary of the high elves, but so is everyone else, so they don't feel too bad about that. They battled the Horde in the sEcond War and have a bit of a gnomes are a kindly and forgiving lot and are willing to give the orcs a second chance. Gnomes and goblins have always been rivals ? though whether this rivalry is friendly or brutal depends on the individuals involved.

Gnomes have not been on Kalimdor long enough to form proper opinions about its denizens, Tauren and night elves both seem rustic for gnome sensibilities ? but they can make friends with anyone.

Faith: Gnomes place their loyalty in themselves, in their friends and in their inventions. A few follow a loftier path and pay their respects to the Holy Light. Since the Ironforge dwarves' recent discovery of their Titanic origins, gnomes think that they too may eb the products of the Titans. This fact is very uncertain, however, if true, the gnomes as yet remain estranged from their ancestral powers.

Names: Gnome parents name their children at birth. Gnomes have family names that represent an honored ancestor's achievements, but they only keep these names until some time in their thirties. At this point, gnome society expects them to have made their own achievements, and thus the gnome invents a new name that represents his own accomplishments. This name then takes the place of his family name.

? Male Names: Grobnick, Kazbo, Hagin, Snoonose.

? Female Names: Beggra, Nefti, Sorassa, Gamash.

? Family Names: Spinpistol, Airslicer, Bombtosser, Greatgear.

Male Height: 3'2"-3'10"
Female Height: 3'-3'8"

Male Weight: 42-48 lb.
Female Weight: 37-43 lb.

Adulthood: 40 years.
Middle Age: 100 years.
Old: 150 years.
Venerable: 200 years.
Life Expectancy: 203-500 years.

Description: The Kaldorei are an ancient and reclusive race born during the waking of the world. Their ancient heritage has shaped them into a devoted warrior race, with a reverence for nature and animistic mystical forces. The kaldorei are practical but superstitious, and often paradox. They are a people possessed with a deep spiritual passion and a desire to find solace.

In the time before, the kaldorei were immortal, their powerful magic recklessly unleashed by the Quel'dorei. This careless use of magical might allowed the burning legion to invade the world, and finally led to a catastrophic battle known as the sundering. This battle changed the face of Azeroth for all time, and resulted in the creation of the continents of the world, tearing the land apart and forming the vast nexus of energy at the center of the ocean known as the mealstorm.

The night elves are honorable to a fault, and they a just and sometimes compassionate people. Still, they do not trust many of the lesser races of the world, whom they see as foolish and too short-lived to recall the mistakes they made in the past. Many of the night elves consider it their duty to ensure the safety and balance of the world. Because of this perceived air of superiority, many of the younger races mistrust the night elves, if not for their shadowy magic then for their aloof and judging demeanor.

Appearance: Night elves are imposing in stature, males being on average 6.6 feet tall and weigh 180lb, while females 6.2 feet tall and weighing 170lb. Male Kaldorei are very muscular, with broad chest and shoulders, indicative of the strength that lies within their bodies and minds. Female night elves are lithe and curvaceous, yet still muscular and strong. The race's prominent eyebrows, long pointed ears and natural aspects imply a feral grace. Skin tones range from pale white to blue or even ruddy red, and their hair ranges in color from bright white to woodland green to lustrous black.

Region: Night elves dwell within the island continent of Teldrassil, where the night capital of Darnassus houses massive temples and well-provisioned trade district. The massive column of Teldrassil is on of the last refuges of the night elf race and is home to dryads and keepers of the grove. The "Crown of the Earth" is not without its own problems, however. Furbolg driven by some maddening force, bloodthirsty harpy tribes and diabolical satyrs seek to corrupt, kill or harass the Kaldorei. Most inexperienced Kaldorei adventurers cut their teeth opposing such threats.

Although the night elves' allies within the alliance are valued and trusted, few humans or dwarves have ever laid their eyes upon Teldrassil. Few of the alliance races have ever seen the most scared moonwells. High elves are not trusted at all and never allowed within night elf lands. Should a high elf trespass into the lands of them Kaldorei, the arrogant Highborne would meet a swift and vicious end.

Affiliation: Alliance. The night elves are members of the alliance, but they are not the most trusted or highly regarded members of this group of races. Although honorable and just, the night elves' natural distrust has tainted their relations somewhat. combined with their mystical appearances and mysterious natures, interaction with other races become uncomfortable at times. There is a strong leak of isolationism in the Kaldorei, for they are uncomfortable leaving the verdant mists of Teldrassil.

Still, the Night elves' leaders see wisdom in an alliance with the
younger races. The younger races show potential, and because of this the night elves see themselves as observers, waiting to step in to correct any dangerous mistakes. In addition, the other races possess one quality the night elves have been missing for some time: excitement. Adventure and exotic locales now have appeal the novice night elves. The kaldorei have more then a few among them who have braved leaving the forest to seek out fortune and intrigue in far-off lands.

Their hatred for orcs has also fueled their participation in the alliance. After the death of Cenarius during Third War, many sentinels, druids and warrior night elves began a great hunt. Some night elves happily hunt orcs as a repayment for Cenarius' murder.

Faith: The night elves worship the ancients, who are nature deities attuned to the forest and the hunt. Elune the moon goddess and Malorne the waywatcher are the most prominent figures of worship. While Cenarius has died, and the night elves will never forgive the orcs for this, his children live on and gain power each passing year. The night elves venerate the children of Cenarius as he was venerated, and perhaps one day these children of the slain demigod will aid the night elves in repaying the orcs for the transgressions of the past.

Names: Night elf names always have a special meaning. First name derive from an elven word or the name of a famous hero having a totemic or ancestral connection. Surnames are indicative of the family line and often date back millennia.

Adulthood: 300 years.
Middle Age: 500 years.
Old: 650 years.
Venerable: 700 years.
Life Expectancy: 705-1200 years.

NOTE: Until recently, night elves were immortal, ageless by the magics of Nordrassil. The sacrifice they made in the Third War ended this enchantment, but the night elves did not accelerate to their natural age, but rather have begun to age normally. Thus, many night elves thousands of years old are still, physically, in their 300s yet.

Description: Humans are among the youngest races on Azeroth, but they make up for it by being the most populous. With life spans generally shorter than the other races, humans strive all the harder to achieve great heights in empire building, exploration and magical study. This aggressive and inquisitive nature leads the human nations to become active and influential in the world.

Such was the case prior to the orc's original invasion through the Dark Portal. Human kingdoms suffered greatly in the three wars against the orcs and demonic hordes. Many, many humans fell in the Third War, leaving behind battered yet unbowed survivors of the Alliance Expedition under the command of the sorceress Jaina Proudmoore. This group settled on the wild continent of Kalimdor.

The humans on the eastern contingents were not so fortunate. Lordaeron is decimated, a wasteland now little more than a battlefield for forest trolls, the Scourge, Forsaken, ogres, and other creatures. The few humans who remain in Lordaeron are ragged and weary, struggling constantly to keep their small settlements free of the villainy that boils around them. Stormwind, the first to feel the orcs' rage, fares better and is the most powerful human nation remaining. Still, Stormwind is far from safe, and enemies advance on all sides.

Humans value virtue, honour, and courage, though like all races they also pursue power and wealthy. Humans have spent generations battling dark forces and have lost some of their greatest kingdoms to them. This loss embitters humans, and they have a warlike view of diplomacy - swing first, ask questions later. Aided by belief in the Holy Light, humans have fought the hardest and endured the most during the wars against the Horde and the Burning Legion.

Despite all their tragedies, humans remain hardy and brave - thoroughly committed to building strong societies, reinforcing their kingdoms and reclaiming their nations. Years of war have tempered human resolve, and they are more hardened and determined than ever before.

Appearance: Humans com from many backgrounds and show the greatest physical variety among all the races. Humans' skin ranges from dark to light and may have tons of other colours. Their eyes are blue, brown, green, gray or hazel. Human hair is brown, black, blond, or red. Men often grow short beards and women wear their hair long. Humans average 6 feet in height and weight about 180 pounds, with men noticeably taller and heavier than women.

Region: After the end of the Third War, the Alliance forces under Jaina Proudmoore sailed to southern Kalimdor. They founded a stronghold called Theramore, a small, walled city on a rocky isle east of Dustwallow Marsh. Theramore Isle and the nearby mainland fall under human control and border Durotar, the orcs' new homeland, to the north. Humans and orcs maintain a tentative peace along their borders, but clashes are common. Since most of the mighty human warriors and mages lost their lives during the war against the Burning Legion, only a handful of veteran mages and paladins remain in Theramore. While Ironforge dwarves and some high elves also occupy the small island city, humans hold the seats of greatest power. Goblin vendors and traders are a common sight in and around the rocky isle.

In the east, Lordaeron still boasts serveral human settlements, but is nowhere near the towering symbol of humanity's might that it once was. Hillsbrad and Kul Tiras are still mostly under human control, and a few settlements hold out in Sivlerpine Forest and the Alterac Mountains. Stormwind, i n the southern continent of Azeroth, suffered in the First and Second Wars but remained relatively untouhed in the Third. Much of the land regrows from the ashes of the past, and the city of Stormwind is rebuilt and stands grander than before. Though the Scourge did not make itself felt in Stormwind, the small kingdom faces its own enemies, both from without and within. Nevertheless, Stormwind is humanity's strongest nation and a symbol of reclamation and renewal.

Affiliation: Alliance. Humans began the Alliance and it could not exist without them. humans and orcs joined forces to face the Burning Legion four years ago, but old habits returned once they dispatched the demonic threat. Although the Alliance and Horde leaders bear a healthy respect for each another, old racial hatreds stir within the hearts of their troops. Humans also look upon tauren with suspicion, due to the ties with tauren have established with orcs. Humans and dwarves have a long enjoyed good relationship, a bond only strengthened since the dwarves' latest discoveries have energized their archaeological efforts. Elves are a source of mystery and frustration - especially the exotic night elves. Humans dislike and distrust jungle trolls and, to a greater extent, Forsaken.

Faith: Humans follow the Holy Light. This faith galvanizes them and gives them a purpose and focus. Cathedrals and churches stand in their cities, and their priests preside over followers, heal the wounded, soothe the weary and smite the evil. Humans have an order of holy warriors, paladins, who follow the Holy Light and crush evil and chaotic beings in its name. Paladins are wholly committed to the human nations.

Names: Human parents grant a child its given name at birth, while its family name has a long history and ancestry. Some humans change their family names to emphasize their accomplishments.

? Male Names: Merander, Gyram, Darrick, Hebry.

? Female Names: Lilla, Merian, Richelle, Ammi.

? Family Names: Renn, Townsguard, Silversmith, Runetouch.

Male Height: 5'-6'8"
Female Height: 4'7"-6'3"

Male Weight: 124-280 lb.
Female Weight: 89-245 lb.

Adulthood: 20 years.
Middle Age: 35 years.
Old: 53 years.
Venerable: 70 years.
Life Expectancy: 72-90 years.